Messages - zbych

I have recently published the sequel of my game: "Craft The Path 2".It has improved block hit detection (this version uses "ray cast", don't ask how i have done it in 1st version ), second major addition is first person camera - this was quite a challenge, but unfortunately I have failed in some cases: "climber" the block where you can climb up and down might not work in "some cases" in 1st person camera. I have also added new blocks TNT, coal and other things. I didn't have enough ideas to create levels that is why it has only 25 levels.

Interesting...I found the controls hard to understand. Even with the initial help text, it took me several tries to find out that I have to touch the screen somewhere to enter cutting mode and release it to actually do the cut. Why is that? Why don't I draw all the time and cut once a section is completed? Is there any benefit from stacking colored sections and cut them all at once?

When you are in drawing mode the pencil move slower, that's why when you are chased by enemy you can escape them by releasing draw mode but then you lose lines already drawn.

Finally I managed to finish my game "Cut The Clothes". The idea for it comes from arcade (coin op) game called "Dancing Eyes". The game was released in Japan only, and the hardware of this arcade was similar to PSX One, allowing it to display 3D textured graphics - that's the short history Your task is to move along the grid lines and draw closed area, when you do it the selected area (part of clothes) will disappear, the goal is to remove all "panels".Implementing it was a small challenge, I had to take care of things like: line drawing, depth buffer inaccuracy, grid creation, graph cycle detection, detection of panels inside cycle, changing the visibility/color of panels - for this I am using dedicated shader that's why I am able to control visibility of more than hundred panels without performance lost. You can find jPCT logo and address in "about" section.

In some cases when camera moves around object (transparent object) a part of this object disappear. As you can see on second image, a part of object is missing. Is it possible to set some kind of flag to disable this geometry "culling" (the back-face culling is disabled for this object)? When I disable transparency for this object it is rendered ok.

I was searching how to draw lines in jPCT but didn't found any good solution that's why I want to present my code and ask: what are possible problems with this solution? I am suspecting that when object/triangle leave camera sight the lines might disappear. Will it cause other problems and how to prevent them?

Nice puzzle concept ! Seeing so much of your projects/ works inspired by minecraft's blocky graphics , you are probably a great minecraft fan, I think !! The look and feel of the game is enhanced due to ambient occlusion ! You mentioned about fake AO. May you please tell me something about it ? And also can it be extended to complex models, geometries instead of simple blocks?

Sorry for so late reply but I don't come to this forum too often, and looks like I have missed the notification. Anyway my idea is very simple and unfortunately it can't be used for other type of geometry - when I generate surface I check if it is surrounded by other blocks when it is then I decrease "color intensity" of given vertex. This color intensity is stored as separated vertex attribute so the rest of the work is done by shader.

And you are right My first idea was to make something similar to Lemmings with minecraft motif. But I thought that many creepers with independent path finding and logic will kill every device that is why I decided for one user-controlled character.

I want to present my newest game: Craft The Path. The goal of game is to build a way (by appropriate adding or removing blocks) for the creeper, so he can walk to exit. It isn't so easy because you have limited number of blocks and pickaxe hits.Some technical info: the game is using modified version of "flat shader" - I call it "fake ambient occlusion", the collision of touch point and box is done by calculating line-sphere intersection, and path for creeper is created using A* (a star) algorithm.I wanted to add to this game wallpaper (together with wallpaper editor) but there is problem with TextureManager - when the wallpaper and game are in one application then they will share TextureManager in that case the wallpaper service and game activity mess up with each others textures (I am loading resources in dedicated threads).Link to game: https://play.google.com/store/apps/details?id=com.zr.minecraft.path

My another small production, with motif of Minecraft. This time I have created Minecraft world in spherical coordinates. This construction is very simple, that is why it cannot have things like caves, and another drawback - the cubes closer to poles are deformed. I have decided not to use shaders because I don't want the flat shaded surfaces (the flat shader consume more memory) and after few tests it looks like rendering the scene using GL 1 was bit faster than GL 2.I was thinking about game using this kind of generated world, but so far I don't have reasonable ideas.

Maybe I have explained it wrong, but the problem is with "VBO creation". The objects are build and compiled but when I call FrameBuffer.draw() only for few of them are created VBOs, and during the game I can see all the time messages: "creating buffers" and "VBO created for object..", and in situation when the larger group of objects becomes visible for the camera, the slow devices are freezed for few seconds.

I am still unable to resolve this problem. The objects are added to world and their visibility is set to FALSE. In the initialization procedure I want to force objects to be created, so I make something like this (the objects might appear behind camera):

but instead of series of messages "VBO created for object 'object' " I got:I/jPCT-AE(7001): Additional visibility list (195) created with size: 512The cleanup procedure makes objects invisible again. I am suspecting that this group of objects might freeze the game for a few seconds on slow devices. The objects have attached a shader so there is additional pause for shader compilation. Am I doing something wrong?

I would like to present second version of my game "Music Ride 2".Compared to previous version this is much improved – completly new race generation algorithm (track has turns now), much interesting game modes, possibility to shot etc.For those who didn't know first version: Music Ride 2 is a rhytmic-racing game. Based on selected by user song it generates racing track, and our task is to collect rhythm gems, the idea of this game is very similar to PC game Audiosurf.